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add colons to TODOs that are missing them
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TheAfroOfDoom committed Dec 22, 2023
1 parent 5fbb44d commit 3b03eb6
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# Set scores
# TODO(49) determine how to control how long we wait after this attack finishes before
# TODO(49): determine how to control how long we wait after this attack finishes before
# letting boss fight start a new attack
scoreboard players set @s boss-fight.attack.delay 20

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# Set scores
# TODO(49) determine how to control how long we wait after this attack finishes before
# TODO(49): determine how to control how long we wait after this attack finishes before
# letting boss fight start a new attack
scoreboard players set @s boss-fight.attack.delay 20

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@@ -1,5 +1,5 @@
# Set scores
# TODO(49) determine how to control how long we wait after this attack finishes before
# TODO(49): determine how to control how long we wait after this attack finishes before
# letting boss fight start a new attack
scoreboard players set @s boss-fight.attack.delay 20

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@@ -1,5 +1,5 @@
# Set scores
# TODO(49) determine how to control how long we wait after this attack finishes before
# TODO(49): determine how to control how long we wait after this attack finishes before
# letting boss fight start a new attack
scoreboard players set @s boss-fight.attack.delay 20

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# Toggle between dark-eye and bright-eye variants
scoreboard players operation @s math.0 = @s attack.bullets.remaining
scoreboard players operation @s math.0 %= #2 mathf.const
# TODO(47) this needs to NOT be a distance check
# TODO(47): this needs to NOT be a distance check
execute if score @s math.0 matches 0 as @e[tag=aj.lower_eye.root,sort=nearest,limit=1] run function animated_java:lower_eye/apply_variant/dark
execute if score @s math.0 matches 1 as @e[tag=aj.lower_eye.root,sort=nearest,limit=1] run function animated_java:lower_eye/apply_variant/bright

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# TODO(47) this needs to NOT be a distance check
# TODO(47): this needs to NOT be a distance check
execute as @e[tag=aj.lower_eye.root,sort=nearest,limit=1] run function animated_java:lower_eye/apply_variant/colorful

# Kill the indicator
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# Set scores
# TODO(49) determine how to control how long we wait after this attack finishes before
# TODO(49): determine how to control how long we wait after this attack finishes before
# letting boss fight start a new attack
scoreboard players set @s boss-fight.attack.delay 20

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# Toggle between dark-eye and bright-eye variants
scoreboard players operation @s math.0 = @s attack.bullets.remaining
scoreboard players operation @s math.0 %= #2 mathf.const
# TODO(47) this needs to NOT be a distance check
# TODO(47): this needs to NOT be a distance check
execute if score @s math.0 matches 0 as @e[tag=aj.upper_eye.root,sort=nearest,limit=1] run function animated_java:upper_eye/apply_variant/dark
execute if score @s math.0 matches 1 as @e[tag=aj.upper_eye.root,sort=nearest,limit=1] run function animated_java:upper_eye/apply_variant/bright

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# TODO(47) this needs to NOT be a distance check
# TODO(47): this needs to NOT be a distance check
execute as @e[tag=aj.upper_eye.root,sort=nearest,limit=1] run function animated_java:upper_eye/apply_variant/colorful

# Kill the indicator
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# TODO(39) remove these `unless entity @e[tag=boss_fight]`/`if entity @e[tag=boss_fight]` checks when boss fight is fully setup
# TODO(39): remove these `unless entity @e[tag=boss_fight]`/`if entity @e[tag=boss_fight]` checks when boss fight is fully setup
# we have it here for development so that the boss entity (omega-flowey)
# does not need to exist for attacks to damage.
# `by @e[tag=boss_fight,limit=1]` is needed to have proper damage knockback + death messages ("killed by Omega Flowey")
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# TODO(38) parameterize this function's yaw/pitch ranges
# TODO(42) evaluate if these ranges (0.5..5 deg yaw, 0.5..2 deg pitch) are too little/too much screen shake
# TODO(38): parameterize this function's yaw/pitch ranges
# TODO(42): evaluate if these ranges (0.5..5 deg yaw, 0.5..2 deg pitch) are too little/too much screen shake
# Shake player yaw anywhere from 0.5..5.0 degrees (can also be negative)
execute store result score @s math.0 run random value 5..50
execute store result score @s math.1 run random value 0..1
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